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Everything posted by gochie

  1. Wew, this thread went off-roading in the mud real hard... And I'm not even sure anyone actually answered the initial question. My take is this: I think they (Chaosium) want Orlanthi culture to be super progressive (which is probably a fairly recent change as a by-product of our increasingly progressive environment IRL), but didn't think to change the specific cult rules on gender from the older versions of the game. Tldr: they rushed into the idea of progressivism without changing everything it might affect--maybe 😊.
  2. Wachaza's Lesson (now more commonly known as Crystal’s Choker) The “Choker” is an intricate necklace made of black lace. Several black pearls dangle from it and an enormous black diamond is embedded into the lace itself at the center of the necklace. Cults: Associated: Wachaza, Black Fang. Hostile: Engizi, if they somehow learned the history of the item. Enemy: Any sky/light cult (and many others) would probably see the item as being demonic (or at least dangerous) if they knew about the history and/or binding enchantment. Knowledge: Automatic (strength increase), Cult Secret (the rest), One of a Kind History: The lace necklace itself is an ancient, one-of-a-kind artifact from the God times. Once upon a (god) time, the great war god Wachaza became infatuated with an extremely seductive barracuda, who was actually the great sea-nymph Crystalossa. Wachaza, being a god of death uninitiated in the ways of love, did not know how to approach the nymph. The god pirated and plundered, but never found a fitting gift. It was only when he looked into his old bag of curses that he found the perfect present--an enormous black diamond--the eye of his demonic mother. He blessed the gem so that anyone who carried it would gain the strength of the sea--the greatest offering the war god could think of. Crystalossa accepted the gift with delight as she felt her strength growing to that of the sea, but the demonic energy within the diamond quickly began its work on her ungodly spirit. The next time Wachaza came to her, the nymph’s corruption had already taken its toll. He had not felt his mother’s presence in the stone, as her demonic aura was natural to him. Wachaza attempted to save the nymph by subduing her, hoping to wrestle the diamond away. His attempts failed as she ripped through his nets with ease and escaped his hold. The god chased the demon across the seas until she reached the soft waters of Engizi, the Sky River Titan. Engizi intercepted the demon and immediately trapped her with his indestructible net. Wachaza pleaded Engizi from the sea, but the river god did not hear him, and along with all of his water elementals and naiads, he pulled the net tighter and tighter until the demon-nymph was completely crushed. When Engizi unwrapped his net, Crystalossa’s black blood had stained it, and the black diamond was fused within its mesh. He unknotted and swiftly disposed of the black, diamond-encrusted netting, sending it downstream back to the sea. Wachaza kept it to remind himself and his worshippers of their dark nature and their incompatibility with love and fertility. Recently, it is said that a Blackfang agent--codename “Crystal”--acquired the necklace from a Wachaza War Master during a mission to recover the Laask Artifact for a secret client. Disguised as a courtesan at some docks in Vormain, she managed to seduce and decapitate the War Master by desperately using the necklace as a garrote while her feet were submerged in seawater. The agent later brought the necklace to Pavis, where she spent much of her substantial payment getting the black diamond inscribed by a Flintnail master. The inscriptions were later enchanted by Blackfang shamen at the agent's request--as part of her reward. Procedure: The original item(s) and their powers are unique, but the magic point matrix and spirit spell matrixes could be reproduced on another item. Powers: The netting/lace of the necklace is indestructible. The diamond is naturally extremely strong (virtually indestructible) and doubles the strength of the wearer as long as they are touching sea-water. The diamond is cleansed of the demonic presence that once corrupted it, but it has an empty binding enchantment that has the capacity to bind any demon. The Blackfang shamen also enchanted the diamond with a Magic point matrix of 12mp, and a Glue 4 spirit spell matrix. Enchantment conditions cause the necklace to cast Glue 4 on itself (using the stored magic points) as soon as it wraps around a person’s throat (under SIZ 30) and dispells itself once the attuned user says a unique catchphrase. When successfully used as a garrote, the user now has the option to “glue” the necklace’s ends to each other at the tightest point possible, forcing the victim to resist the attack with their STR vs the glue’s STR of 40 each round, instead of the usual STR+DEX of the victim vs. STR+DEX of the attacker. As long as the victim has the necklace wrapped tightly around their throat, they cannot speak or cast spells. Attuning to the diamond stops the Glue spell from auto-casting when the user wears the necklace themselves and permits them to dispell the Glue effect. Value: Wachaza cultists would pay as much (and kill as much) as they could to get this sacred item back to a temple. Assassins who understand the properties and their usefulness would pay up to 5000L for it. As jewelry, it is a collector’s item worth at least a few thousand lunars, as the black diamond is the largest in the known (non-Mostali) World, and the black pearls are real, although not magical.
  3. Since it isn't an actual visual change, but merely a distraction, does the rune spell "Invisibility" hide you and your spirit from creatures that have different senses (i.e darksense, heat vision, spirits/shaman/second sight, etc. )?
  4. True, but is that really a problem? I'm sure the Telmori would want to stay in wolf form forever if given the chance.
  5. One thing I think might help is the use of Extension only on Transform Self to lock in the Wolf form longterm... Otherwise, I think it's fine. They should have full transformation as an eventual goal, and now that you start with 3 free Rune points and can potentially increase each season, it is achievable quite easily.
  6. I agree that you usually train offense and defense at the same time... At least for more advanced martial artists (boxing and kickboxing often teach strikes before slips/parries/bob&weave/etc.). This is why, as I mentioned previously, starting skill bonuses could be equal if you want to consider that they stem from training or equal attack/defense opportunities while doing your job... But it doesn't explain experience checks. You will often have the opportunity to get check in both attack and parry, but not always. And I don't see a reason why succeeding in a jab should improve your bob & weave.
  7. I think giving starting bonuses as a single skill (ie to both skills equally) could work if you consider that they were both equally trained/practiced together, but when it comes to experience checks I feel they should be separate since you are clearly only succeeding in either attacking or parrying.
  8. We actually had a lengthy discussion about the single skill change during our last session and we came to the conclusion that it doesn't reflect reality. We will likely house-rule separate % for attack and parry. Defense is something you need to train individually. If you just hit things with your sword, you won't get better at parrying, and you will likely never be as good at parrying with a dagger or an axe as attacking with one. My personal experience comes from martial arts, and I promise you blocking a punch or a kick with your hands is its own skill.
  9. I agree that it would be nice to get more diversity, but I guess they needed to start somewhere with the new version. It is easier to introduce updated rules with the culture people already know best.
  10. We always played that as soon as you had 1% in a skill (before modifiers), you immediately had at least a 05% chance of success.
  11. RQG Bestiary specifies the following: Darkness: "on the first round a target is engulfed" Fire: "at the end of each round" Lune: "when touched" for madness and "SR 12" for magic point drain Selene: "takes place on SR 12 of the round the selene engulfed its victim" Others don't specify when in the round the damage is inflicted, but I would probably do SR12 as the norm.
  12. Both. Get an absolute noob with an axe and he/she will hit a log, probably right in the centre. The only reason you don't have a nearly 100% chance to hit everything in the game, including standing opponents, is because they move, not because you can't hit a still object. Giving +40% instead of an auto-hit is because of the squirming of the prone opponent which might cause you to miss slightly - even if he did not actually try to dodge or parry. Not giving a bonus to hit means (to me) that the opponent is moving/maneuvering normally as if standing with full mobility. The halved dodge is because he can't move freely when actually attempting to move out of the way of a specific hit.
  13. I would argue that it is at least easier for someone else (a second attacker) to hit a prone target than a standing, moving one. It also depends on how the prone person is positioned. If they're face-down and generally immobile, you won't miss his head. If they're on their back up-kicking you to keep you at bay, then yes it will be hard to hit them anywhere that isn't the legs. Generally, I might be inclined to give other attackers (other than the one the defender is focused on) +40% to hit, and also halve the Dodge of the prone target vs all attackers. I would also halve the parry to be honest... Moving properly plays a rather huge part in parrying.
  14. I'm pretty sure the rules say (in a very confusing way) that you have 5% starting in your left hand, and you do not follow the half rule. I would just keep that as is to be honest. It's simple and makes sense.
  15. Damn right. My group never played/read Heroquest, only RQ3/G, so my Orlanthi joined Humakt with no problems whatsoever.
  16. ? @HreshtIronBorne just quoted the whole thing.
  17. Yeah I always thought discorporation =! Spirit world... If you discorporate you are ethereal but still in the mundane world, like a ghost.
  18. As I said before, I like the idea. But now that I think about it, why not just do a table of gifts and geasa for every god? Someone did some for several gods (I remember making an Uroxi with starting 90% in greatsword) many years ago as a house-rule that my GM adopted. It's a different power level than what you're going for, but it's probably easier in some ways to tailor to each cult, and still keeps a hard line between initiates and runelord.
  19. I just meant that most initiates will have a 90+ skill (weapon) in RQG, thus new adventurers will start with an ability under your system.
  20. We definitely play that you can catch a cold if you don't sleep, walk in cold rain for days, etc. Also broos, as stated above, carry infections/disease that aren't spirit-related.
  21. I like it, but in RQG most players (warrior cults at least) will likely have a 1st level gift at the very start (not necessarily a bad thing, but something to consider).
  22. Sure, it's good fiction that we could use, but we could also come up with similar material ourselves with the general knowledge we have of fantasy shamanism.
  23. When you show statues and google images people usually get the idea and the differences of the bronze age. I often describe it visually as the Hyborean age setting of Conan the barabarian.
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